Add 2 files
Browse files- README.md +6 -4
- index.html +443 -19
README.md
CHANGED
|
@@ -1,10 +1,12 @@
|
|
| 1 |
---
|
| 2 |
-
title:
|
| 3 |
-
emoji:
|
| 4 |
colorFrom: blue
|
| 5 |
-
colorTo:
|
| 6 |
sdk: static
|
| 7 |
pinned: false
|
|
|
|
|
|
|
| 8 |
---
|
| 9 |
|
| 10 |
-
Check out the configuration reference at https://huggingface.co/docs/hub/spaces-config-reference
|
|
|
|
| 1 |
---
|
| 2 |
+
title: space-2
|
| 3 |
+
emoji: 🐳
|
| 4 |
colorFrom: blue
|
| 5 |
+
colorTo: red
|
| 6 |
sdk: static
|
| 7 |
pinned: false
|
| 8 |
+
tags:
|
| 9 |
+
- deepsite
|
| 10 |
---
|
| 11 |
|
| 12 |
+
Check out the configuration reference at https://huggingface.co/docs/hub/spaces-config-reference
|
index.html
CHANGED
|
@@ -1,19 +1,443 @@
|
|
| 1 |
-
<!
|
| 2 |
-
<html>
|
| 3 |
-
|
| 4 |
-
|
| 5 |
-
|
| 6 |
-
|
| 7 |
-
|
| 8 |
-
|
| 9 |
-
|
| 10 |
-
|
| 11 |
-
|
| 12 |
-
|
| 13 |
-
|
| 14 |
-
|
| 15 |
-
|
| 16 |
-
|
| 17 |
-
|
| 18 |
-
|
| 19 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
<!DOCTYPE html>
|
| 2 |
+
<html lang="en">
|
| 3 |
+
<head>
|
| 4 |
+
<meta charset="UTF-8">
|
| 5 |
+
<meta name="viewport" content="width=device-width, initial-scale=1.0">
|
| 6 |
+
<title>Spring Jump - Hooke's Law Physics Game</title>
|
| 7 |
+
<script src="https://cdn.tailwindcss.com"></script>
|
| 8 |
+
<script src="https://cdnjs.cloudflare.com/ajax/libs/matter-js/0.18.0/matter.min.js"></script>
|
| 9 |
+
<style>
|
| 10 |
+
#gameCanvas {
|
| 11 |
+
background: linear-gradient(to bottom, #87CEEB, #E0F7FA);
|
| 12 |
+
border-radius: 10px;
|
| 13 |
+
box-shadow: 0 4px 15px rgba(0, 0, 0, 0.2);
|
| 14 |
+
}
|
| 15 |
+
|
| 16 |
+
.spring {
|
| 17 |
+
transition: height 0.1s ease-out;
|
| 18 |
+
}
|
| 19 |
+
|
| 20 |
+
.platform {
|
| 21 |
+
background: linear-gradient(to right, #4CAF50, #8BC34A);
|
| 22 |
+
border-radius: 5px;
|
| 23 |
+
box-shadow: 0 2px 5px rgba(0, 0, 0, 0.2);
|
| 24 |
+
}
|
| 25 |
+
|
| 26 |
+
.character {
|
| 27 |
+
background: linear-gradient(to bottom, #FF5722, #FF9800);
|
| 28 |
+
border-radius: 50% 50% 40% 40%;
|
| 29 |
+
position: relative;
|
| 30 |
+
}
|
| 31 |
+
|
| 32 |
+
.character::before {
|
| 33 |
+
content: "";
|
| 34 |
+
position: absolute;
|
| 35 |
+
width: 10px;
|
| 36 |
+
height: 10px;
|
| 37 |
+
background: #333;
|
| 38 |
+
border-radius: 50%;
|
| 39 |
+
top: 25%;
|
| 40 |
+
left: 30%;
|
| 41 |
+
}
|
| 42 |
+
|
| 43 |
+
.character::after {
|
| 44 |
+
content: "";
|
| 45 |
+
position: absolute;
|
| 46 |
+
width: 10px;
|
| 47 |
+
height: 10px;
|
| 48 |
+
background: #333;
|
| 49 |
+
border-radius: 50%;
|
| 50 |
+
top: 25%;
|
| 51 |
+
right: 30%;
|
| 52 |
+
}
|
| 53 |
+
|
| 54 |
+
.score-display {
|
| 55 |
+
background: rgba(255, 255, 255, 0.8);
|
| 56 |
+
border-radius: 20px;
|
| 57 |
+
box-shadow: 0 2px 10px rgba(0, 0, 0, 0.1);
|
| 58 |
+
}
|
| 59 |
+
|
| 60 |
+
.instructions {
|
| 61 |
+
background: rgba(255, 255, 255, 0.9);
|
| 62 |
+
border-radius: 10px;
|
| 63 |
+
box-shadow: 0 2px 10px rgba(0, 0, 0, 0.1);
|
| 64 |
+
}
|
| 65 |
+
</style>
|
| 66 |
+
</head>
|
| 67 |
+
<body class="bg-gray-100 min-h-screen flex flex-col items-center justify-center p-4">
|
| 68 |
+
<div class="w-full max-w-4xl">
|
| 69 |
+
<h1 class="text-4xl font-bold text-center text-orange-600 mb-2">Spring Jump</h1>
|
| 70 |
+
<p class="text-center text-gray-700 mb-6">Experience Hooke's Law in action! Hold space to compress the spring and release to jump.</p>
|
| 71 |
+
|
| 72 |
+
<div class="relative">
|
| 73 |
+
<canvas id="gameCanvas" width="800" height="500" class="w-full border-2 border-gray-300"></canvas>
|
| 74 |
+
|
| 75 |
+
<div class="instructions absolute top-4 left-4 p-3 max-w-xs">
|
| 76 |
+
<h3 class="font-bold text-gray-800 mb-2">How to Play:</h3>
|
| 77 |
+
<ul class="text-sm text-gray-700 list-disc pl-4">
|
| 78 |
+
<li>Hold <span class="font-mono bg-gray-200 px-1">SPACE</span> to compress spring</li>
|
| 79 |
+
<li>Release to jump</li>
|
| 80 |
+
<li>Longer compression = higher jump</li>
|
| 81 |
+
<li>Reach platforms to score points</li>
|
| 82 |
+
</ul>
|
| 83 |
+
</div>
|
| 84 |
+
|
| 85 |
+
<div class="score-display absolute top-4 right-4 px-4 py-2">
|
| 86 |
+
<p class="text-lg font-bold text-gray-800">Score: <span id="score">0</span></p>
|
| 87 |
+
<p class="text-sm text-gray-600">High Score: <span id="highScore">0</span></p>
|
| 88 |
+
</div>
|
| 89 |
+
</div>
|
| 90 |
+
|
| 91 |
+
<div class="mt-6 flex justify-between items-center">
|
| 92 |
+
<div class="flex items-center">
|
| 93 |
+
<div class="w-8 h-8 rounded-full bg-orange-500 mr-2"></div>
|
| 94 |
+
<span class="text-gray-700">Character</span>
|
| 95 |
+
</div>
|
| 96 |
+
<div class="flex items-center">
|
| 97 |
+
<div class="w-8 h-3 rounded bg-green-500 mr-2"></div>
|
| 98 |
+
<span class="text-gray-700">Platforms</span>
|
| 99 |
+
</div>
|
| 100 |
+
<div class="flex items-center">
|
| 101 |
+
<div class="w-2 h-8 bg-gray-800 mr-2 spring-icon"></div>
|
| 102 |
+
<span class="text-gray-700">Spring</span>
|
| 103 |
+
</div>
|
| 104 |
+
</div>
|
| 105 |
+
|
| 106 |
+
<div class="mt-6 bg-white p-4 rounded-lg shadow">
|
| 107 |
+
<h3 class="font-bold text-gray-800 mb-2">Physics Explained:</h3>
|
| 108 |
+
<p class="text-gray-700 mb-2">This game demonstrates <span class="font-bold">Hooke's Law</span> (F = -kx) where:</p>
|
| 109 |
+
<ul class="text-sm text-gray-700 list-disc pl-4 mb-3">
|
| 110 |
+
<li>F = Force applied by the spring</li>
|
| 111 |
+
<li>k = Spring constant (stiffness)</li>
|
| 112 |
+
<li>x = Displacement from equilibrium</li>
|
| 113 |
+
</ul>
|
| 114 |
+
<p class="text-gray-700">The more you compress the spring (increase x), the more force it applies, resulting in higher jumps!</p>
|
| 115 |
+
</div>
|
| 116 |
+
</div>
|
| 117 |
+
|
| 118 |
+
<script>
|
| 119 |
+
// Game setup
|
| 120 |
+
const canvas = document.getElementById('gameCanvas');
|
| 121 |
+
const ctx = canvas.getContext('2d');
|
| 122 |
+
const scoreElement = document.getElementById('score');
|
| 123 |
+
const highScoreElement = document.getElementById('highScore');
|
| 124 |
+
|
| 125 |
+
// Matter.js modules
|
| 126 |
+
const { Engine, Render, Runner, Bodies, Composite, Body, Events, Mouse, MouseConstraint } = Matter;
|
| 127 |
+
|
| 128 |
+
// Create engine
|
| 129 |
+
const engine = Engine.create({
|
| 130 |
+
gravity: { x: 0, y: 1 }
|
| 131 |
+
});
|
| 132 |
+
|
| 133 |
+
// Game variables
|
| 134 |
+
let score = 0;
|
| 135 |
+
let highScore = localStorage.getItem('highScore') || 0;
|
| 136 |
+
let isCompressing = false;
|
| 137 |
+
let compressionStartTime = 0;
|
| 138 |
+
let maxCompression = 0;
|
| 139 |
+
const springConstant = 0.002;
|
| 140 |
+
const characterSize = 30;
|
| 141 |
+
let character, spring, ground;
|
| 142 |
+
let platforms = [];
|
| 143 |
+
let gameStarted = false;
|
| 144 |
+
|
| 145 |
+
// Initialize game
|
| 146 |
+
function initGame() {
|
| 147 |
+
// Clear previous bodies
|
| 148 |
+
Composite.clear(engine.world);
|
| 149 |
+
|
| 150 |
+
// Create ground
|
| 151 |
+
ground = Bodies.rectangle(canvas.width / 2, canvas.height - 10, canvas.width, 20, {
|
| 152 |
+
isStatic: true,
|
| 153 |
+
render: {
|
| 154 |
+
fillStyle: '#795548'
|
| 155 |
+
}
|
| 156 |
+
});
|
| 157 |
+
|
| 158 |
+
// Create character
|
| 159 |
+
character = Bodies.circle(canvas.width / 2, canvas.height - 60, characterSize, {
|
| 160 |
+
restitution: 0.3,
|
| 161 |
+
friction: 0.1,
|
| 162 |
+
render: {
|
| 163 |
+
fillStyle: '#FF5722'
|
| 164 |
+
}
|
| 165 |
+
});
|
| 166 |
+
|
| 167 |
+
// Create spring (visual only, physics handled separately)
|
| 168 |
+
spring = {
|
| 169 |
+
x: canvas.width / 2,
|
| 170 |
+
y: canvas.height - 40,
|
| 171 |
+
width: 5,
|
| 172 |
+
height: 20,
|
| 173 |
+
naturalHeight: 20,
|
| 174 |
+
compressedHeight: 5
|
| 175 |
+
};
|
| 176 |
+
|
| 177 |
+
// Create initial platforms
|
| 178 |
+
createPlatforms();
|
| 179 |
+
|
| 180 |
+
// Add all bodies to the world
|
| 181 |
+
Composite.add(engine.world, [ground, character, ...platforms]);
|
| 182 |
+
|
| 183 |
+
// Reset score
|
| 184 |
+
score = 0;
|
| 185 |
+
scoreElement.textContent = score;
|
| 186 |
+
highScoreElement.textContent = highScore;
|
| 187 |
+
|
| 188 |
+
gameStarted = true;
|
| 189 |
+
}
|
| 190 |
+
|
| 191 |
+
// Create platforms at varying heights
|
| 192 |
+
function createPlatforms() {
|
| 193 |
+
platforms = [];
|
| 194 |
+
|
| 195 |
+
// Starting platform
|
| 196 |
+
platforms.push(
|
| 197 |
+
Bodies.rectangle(canvas.width / 2, canvas.height - 30, 200, 20, {
|
| 198 |
+
isStatic: true,
|
| 199 |
+
render: {
|
| 200 |
+
fillStyle: '#4CAF50'
|
| 201 |
+
},
|
| 202 |
+
label: 'platform'
|
| 203 |
+
})
|
| 204 |
+
);
|
| 205 |
+
|
| 206 |
+
// Additional platforms
|
| 207 |
+
const platformCount = 8;
|
| 208 |
+
const minHeight = canvas.height / 2;
|
| 209 |
+
const maxHeight = 100;
|
| 210 |
+
|
| 211 |
+
for (let i = 0; i < platformCount; i++) {
|
| 212 |
+
const width = 100 + Math.random() * 100;
|
| 213 |
+
const x = 50 + Math.random() * (canvas.width - 100);
|
| 214 |
+
const y = minHeight - (i * ((minHeight - maxHeight) / platformCount));
|
| 215 |
+
|
| 216 |
+
platforms.push(
|
| 217 |
+
Bodies.rectangle(x, y, width, 15, {
|
| 218 |
+
isStatic: true,
|
| 219 |
+
render: {
|
| 220 |
+
fillStyle: '#8BC34A'
|
| 221 |
+
},
|
| 222 |
+
label: 'platform'
|
| 223 |
+
})
|
| 224 |
+
);
|
| 225 |
+
}
|
| 226 |
+
}
|
| 227 |
+
|
| 228 |
+
// Handle spring compression and jumping
|
| 229 |
+
function handleSpring() {
|
| 230 |
+
if (!gameStarted) return;
|
| 231 |
+
|
| 232 |
+
const characterPos = character.position;
|
| 233 |
+
|
| 234 |
+
// Check if character is on ground or platform
|
| 235 |
+
const isOnSurface = platforms.some(platform => {
|
| 236 |
+
return (
|
| 237 |
+
characterPos.y + characterSize >= platform.position.y - 10 &&
|
| 238 |
+
characterPos.y + characterSize <= platform.position.y + 10 &&
|
| 239 |
+
characterPos.x >= platform.position.x - platform.bounds.max.x + platform.position.x &&
|
| 240 |
+
characterPos.x <= platform.position.x + platform.bounds.max.x - platform.position.x
|
| 241 |
+
);
|
| 242 |
+
});
|
| 243 |
+
|
| 244 |
+
if (isOnSurface) {
|
| 245 |
+
// Position spring under character
|
| 246 |
+
spring.x = characterPos.x;
|
| 247 |
+
spring.y = characterPos.y + characterSize;
|
| 248 |
+
|
| 249 |
+
// Handle space key press for spring compression
|
| 250 |
+
if (isCompressing) {
|
| 251 |
+
const compressionTime = Date.now() - compressionStartTime;
|
| 252 |
+
const compressionRatio = Math.min(compressionTime / 1000, 1); // Max 1 second compression
|
| 253 |
+
|
| 254 |
+
// Calculate compressed height (visual)
|
| 255 |
+
spring.height = spring.naturalHeight - (compressionRatio * (spring.naturalHeight - spring.compressedHeight));
|
| 256 |
+
|
| 257 |
+
// Track max compression for jump force
|
| 258 |
+
maxCompression = Math.max(maxCompression, compressionRatio);
|
| 259 |
+
} else {
|
| 260 |
+
// Reset spring when not compressing
|
| 261 |
+
spring.height = spring.naturalHeight;
|
| 262 |
+
}
|
| 263 |
+
|
| 264 |
+
// Apply jump force when space is released after compression
|
| 265 |
+
if (!isCompressing && maxCompression > 0) {
|
| 266 |
+
// Calculate jump force based on Hooke's Law (F = -kx)
|
| 267 |
+
const jumpForce = -springConstant * (maxCompression * 1000);
|
| 268 |
+
|
| 269 |
+
// Apply impulse to character
|
| 270 |
+
Body.applyForce(character, character.position, {
|
| 271 |
+
x: 0,
|
| 272 |
+
y: jumpForce
|
| 273 |
+
});
|
| 274 |
+
|
| 275 |
+
maxCompression = 0;
|
| 276 |
+
}
|
| 277 |
+
} else {
|
| 278 |
+
// Hide spring when character is in the air
|
| 279 |
+
spring.height = 0;
|
| 280 |
+
}
|
| 281 |
+
}
|
| 282 |
+
|
| 283 |
+
// Check for platform collisions to score points
|
| 284 |
+
function checkPlatformCollisions() {
|
| 285 |
+
if (!gameStarted) return;
|
| 286 |
+
|
| 287 |
+
platforms.forEach(platform => {
|
| 288 |
+
if (
|
| 289 |
+
character.position.y + characterSize >= platform.position.y - 15 &&
|
| 290 |
+
character.position.y + characterSize <= platform.position.y + 5 &&
|
| 291 |
+
character.position.x >= platform.position.x - (platform.bounds.max.x - platform.position.x) &&
|
| 292 |
+
character.position.x <= platform.position.x + (platform.bounds.max.x - platform.position.x) &&
|
| 293 |
+
character.velocity.y > 0 // Only count when falling onto platform
|
| 294 |
+
) {
|
| 295 |
+
// Only score if this is a new platform (not the current standing one)
|
| 296 |
+
if (!platform.scored) {
|
| 297 |
+
score += 10;
|
| 298 |
+
scoreElement.textContent = score;
|
| 299 |
+
|
| 300 |
+
if (score > highScore) {
|
| 301 |
+
highScore = score;
|
| 302 |
+
highScoreElement.textContent = highScore;
|
| 303 |
+
localStorage.setItem('highScore', highScore);
|
| 304 |
+
}
|
| 305 |
+
|
| 306 |
+
platform.scored = true;
|
| 307 |
+
|
| 308 |
+
// Mark other platforms as not scored
|
| 309 |
+
platforms.forEach(p => {
|
| 310 |
+
if (p !== platform) p.scored = false;
|
| 311 |
+
});
|
| 312 |
+
}
|
| 313 |
+
}
|
| 314 |
+
});
|
| 315 |
+
}
|
| 316 |
+
|
| 317 |
+
// Game loop
|
| 318 |
+
function gameLoop() {
|
| 319 |
+
ctx.clearRect(0, 0, canvas.width, canvas.height);
|
| 320 |
+
|
| 321 |
+
// Draw ground
|
| 322 |
+
ctx.fillStyle = '#795548';
|
| 323 |
+
ctx.fillRect(0, canvas.height - 10, canvas.width, 20);
|
| 324 |
+
|
| 325 |
+
// Draw platforms
|
| 326 |
+
platforms.forEach(platform => {
|
| 327 |
+
ctx.fillStyle = platform.render.fillStyle;
|
| 328 |
+
ctx.fillRect(
|
| 329 |
+
platform.position.x - (platform.bounds.max.x - platform.position.x),
|
| 330 |
+
platform.position.y - (platform.bounds.max.y - platform.position.y),
|
| 331 |
+
platform.bounds.max.x - platform.bounds.min.x,
|
| 332 |
+
platform.bounds.max.y - platform.bounds.min.y
|
| 333 |
+
);
|
| 334 |
+
});
|
| 335 |
+
|
| 336 |
+
// Draw spring
|
| 337 |
+
if (spring.height > 0) {
|
| 338 |
+
ctx.fillStyle = '#333';
|
| 339 |
+
ctx.fillRect(
|
| 340 |
+
spring.x - spring.width / 2,
|
| 341 |
+
spring.y,
|
| 342 |
+
spring.width,
|
| 343 |
+
spring.height
|
| 344 |
+
);
|
| 345 |
+
|
| 346 |
+
// Draw spring coils
|
| 347 |
+
const coils = 4;
|
| 348 |
+
const coilHeight = spring.height / coils;
|
| 349 |
+
|
| 350 |
+
for (let i = 0; i < coils; i++) {
|
| 351 |
+
ctx.beginPath();
|
| 352 |
+
ctx.arc(
|
| 353 |
+
spring.x,
|
| 354 |
+
spring.y + (i * coilHeight) + (coilHeight / 2),
|
| 355 |
+
spring.width * 1.5,
|
| 356 |
+
0,
|
| 357 |
+
Math.PI,
|
| 358 |
+
true
|
| 359 |
+
);
|
| 360 |
+
ctx.strokeStyle = '#333';
|
| 361 |
+
ctx.lineWidth = 2;
|
| 362 |
+
ctx.stroke();
|
| 363 |
+
}
|
| 364 |
+
}
|
| 365 |
+
|
| 366 |
+
// Draw character
|
| 367 |
+
ctx.fillStyle = character.render.fillStyle;
|
| 368 |
+
ctx.beginPath();
|
| 369 |
+
ctx.arc(character.position.x, character.position.y, characterSize, 0, Math.PI * 2);
|
| 370 |
+
ctx.fill();
|
| 371 |
+
|
| 372 |
+
// Draw character face
|
| 373 |
+
ctx.fillStyle = '#333';
|
| 374 |
+
ctx.beginPath();
|
| 375 |
+
ctx.arc(character.position.x - 10, character.position.y - 5, 5, 0, Math.PI * 2); // Left eye
|
| 376 |
+
ctx.arc(character.position.x + 10, character.position.y - 5, 5, 0, Math.PI * 2); // Right eye
|
| 377 |
+
ctx.fill();
|
| 378 |
+
|
| 379 |
+
// Draw mouth (smile when jumping, straight when compressing)
|
| 380 |
+
ctx.beginPath();
|
| 381 |
+
if (isCompressing) {
|
| 382 |
+
ctx.moveTo(character.position.x - 10, character.position.y + 5);
|
| 383 |
+
ctx.lineTo(character.position.x + 10, character.position.y + 5);
|
| 384 |
+
} else {
|
| 385 |
+
ctx.arc(character.position.x, character.position.y + 5, 10, 0, Math.PI);
|
| 386 |
+
}
|
| 387 |
+
ctx.strokeStyle = '#333';
|
| 388 |
+
ctx.lineWidth = 2;
|
| 389 |
+
ctx.stroke();
|
| 390 |
+
|
| 391 |
+
// Handle spring mechanics
|
| 392 |
+
handleSpring();
|
| 393 |
+
|
| 394 |
+
// Check for scoring
|
| 395 |
+
checkPlatformCollisions();
|
| 396 |
+
|
| 397 |
+
// Game over if character falls off screen
|
| 398 |
+
if (character.position.y > canvas.height + 100) {
|
| 399 |
+
gameStarted = false;
|
| 400 |
+
setTimeout(initGame, 1000);
|
| 401 |
+
}
|
| 402 |
+
|
| 403 |
+
requestAnimationFrame(gameLoop);
|
| 404 |
+
}
|
| 405 |
+
|
| 406 |
+
// Event listeners
|
| 407 |
+
window.addEventListener('keydown', (e) => {
|
| 408 |
+
if (e.code === 'Space') {
|
| 409 |
+
if (!isCompressing && gameStarted) {
|
| 410 |
+
isCompressing = true;
|
| 411 |
+
compressionStartTime = Date.now();
|
| 412 |
+
}
|
| 413 |
+
}
|
| 414 |
+
});
|
| 415 |
+
|
| 416 |
+
window.addEventListener('keyup', (e) => {
|
| 417 |
+
if (e.code === 'Space') {
|
| 418 |
+
isCompressing = false;
|
| 419 |
+
}
|
| 420 |
+
});
|
| 421 |
+
|
| 422 |
+
// Touch support for mobile
|
| 423 |
+
canvas.addEventListener('touchstart', () => {
|
| 424 |
+
if (!isCompressing && gameStarted) {
|
| 425 |
+
isCompressing = true;
|
| 426 |
+
compressionStartTime = Date.now();
|
| 427 |
+
}
|
| 428 |
+
});
|
| 429 |
+
|
| 430 |
+
canvas.addEventListener('touchend', () => {
|
| 431 |
+
isCompressing = false;
|
| 432 |
+
});
|
| 433 |
+
|
| 434 |
+
// Start the game
|
| 435 |
+
initGame();
|
| 436 |
+
gameLoop();
|
| 437 |
+
|
| 438 |
+
// Start Matter.js engine
|
| 439 |
+
const runner = Runner.create();
|
| 440 |
+
Runner.run(runner, engine);
|
| 441 |
+
</script>
|
| 442 |
+
<p style="border-radius: 8px; text-align: center; font-size: 12px; color: #fff; margin-top: 16px;position: fixed; left: 8px; bottom: 8px; z-index: 10; background: rgba(0, 0, 0, 0.8); padding: 4px 8px;">Made with <img src="https://enzostvs-deepsite.hf.space/logo.svg" alt="DeepSite Logo" style="width: 16px; height: 16px; vertical-align: middle;display:inline-block;margin-right:3px;filter:brightness(0) invert(1);"><a href="https://enzostvs-deepsite.hf.space" style="color: #fff;text-decoration: underline;" target="_blank" >DeepSite</a> - 🧬 <a href="https://enzostvs-deepsite.hf.space?remix=arirajuns/space-2" style="color: #fff;text-decoration: underline;" target="_blank" >Remix</a></p></body>
|
| 443 |
+
</html>
|